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Spycraft financial system: Realism vs Balance
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<blockquote data-quote="swrushing" data-source="post: 1399952" data-attributes="member: 14140"><p>The last sentence shows the source of your problem.</p><p></p><p>In my own job, it is not expected that I buy my equipment. The tools i need to do my job and which i can justify as needed for my job to be done well, are provided.</p><p></p><p>It should not be the case that you were so restricted in "job related equipment" provided by the guys sending you on the job that spending your own money on "extra gear" makes those who don't "hopelessly less powerful" than those who do.</p><p></p><p>So, if that is indeed the case for your game, i would look at your equipment dispensation mechanic and see why it is leaving out needed or even seriously helpful gear. Doesn't the team's boss want them to succeed? Is the budget of the agency so low that giving the agents the tools that can keep them from being hopelessly unprepared (thAt are cheap enough to be bought on an agent's salary!) are held back, risking the success of the mission?</p><p></p><p>Sounds like you need to revisit the equipment providing mechanics because the one you are using in your game is out of skew.</p><p></p><p>Once your team gets used to "we get the equipment we need to do our job" then if someplayers want to customize their stuff with their own salary... it wont be a balance issue because those who don't ("Spend my money on mission stuff? Are you nuts? I have a kid needing braces and want a boat for next summer at the lake!") won't be hopelessy unprepared since they get adequate and sufgficient equipment normally.</p><p></p><p>In my stargate game, i am very liberal with equipment and the carrying issues and scenario situations handle the rest.</p></blockquote><p></p>
[QUOTE="swrushing, post: 1399952, member: 14140"] The last sentence shows the source of your problem. In my own job, it is not expected that I buy my equipment. The tools i need to do my job and which i can justify as needed for my job to be done well, are provided. It should not be the case that you were so restricted in "job related equipment" provided by the guys sending you on the job that spending your own money on "extra gear" makes those who don't "hopelessly less powerful" than those who do. So, if that is indeed the case for your game, i would look at your equipment dispensation mechanic and see why it is leaving out needed or even seriously helpful gear. Doesn't the team's boss want them to succeed? Is the budget of the agency so low that giving the agents the tools that can keep them from being hopelessly unprepared (thAt are cheap enough to be bought on an agent's salary!) are held back, risking the success of the mission? Sounds like you need to revisit the equipment providing mechanics because the one you are using in your game is out of skew. Once your team gets used to "we get the equipment we need to do our job" then if someplayers want to customize their stuff with their own salary... it wont be a balance issue because those who don't ("Spend my money on mission stuff? Are you nuts? I have a kid needing braces and want a boat for next summer at the lake!") won't be hopelessy unprepared since they get adequate and sufgficient equipment normally. In my stargate game, i am very liberal with equipment and the carrying issues and scenario situations handle the rest. [/QUOTE]
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